Hi Thomas and all,
On 19.07.2009 0:49, Thomas Ward wrote:
Yes, I can easily imagine why you would want to go for an FPS style
format. The main one being more realistic. Instead of throwing attack
rolls you would actually have to engage in combat in real time. That
means you would have to press one key to attack and another to use
your weapon to block etc. There is a lot of interesting possabilities
Indeed. Also, how about hearing voices of your party right in 3d
position? Seems cool at a first glance. But now i am thinking is it so
practical and about server issues because a lot of traffic. Basically i
want to use binary protocol to enable users with low band.
I don't have an issue with C++, but I hate Python with a passsion. I
like strongly typed languages with plenty of braces, brackets, etc
like C++. Python is a massive turn off for me because it doesn't
conform to a C standard.
Anyway, I know this is your game, and you can use what you want. I
just wanted to say if I did decide to work with you this would be a
technical point we would likely disagree on.
If you remember, i wrote "python or lua". (smile) Actually, i have some
experience integrating lua into game engine. However, lua isn't very
c-like in terms of syntax, it uses "end" keyword as in pascal. But lua
is very very fast and has small overhead, there is even a JIT for lua,
and i don't know a better solution for games. But if you have some
c-like interpretable performance language in view, let me know. Last but
not least, you know that in developing this sort of game there are a lot
of things to do besides write quests in one or another language. (smile)
So there will be work for all of us.
Are you planning on selling this game?
I do not think seriously I can make many money on it. (smile) May be
there will be premium accounts for those who want custom sound schemas
for their characters (custom emotions etc). And payment will go for
hosting. Saying that, i simply haven't experience in selling anything.
If you are don't forget FMODEX has to be properly licensed for
commercial projects. Of course, if you are planning on a free game
then you can use it for free. That's one of the reasons I haven't
included FMODEX in any of my games yet. The cost is simply too high to
put into a commercial game engine.
It is very difficult to decline a lot of features FMODEx gives to you.
How about sound occlusion through obstacles? You fill the scene with
your primitives and fmod calculates occlusion for you. Of course i have
an understanding how this algorithm works, but rewriting it will take a
One API I am seriously looking at for the next generation cross
platform version of Genesis 3D is OpenAL. So far it looks like a
fairly decent audio API. Although, the Linux port hasn't been updated
in quite some time.
Is there a mac support? Anyway to add open al support into my client you
need just write a subclass of abstract sound and implement all of
methods (play, setPosition etc). and then change one line in the factory
Makes sense seeing as you are from that part of the world. Since I am
not exactly well versed in Russian history and mythology I can't be of
any help there.
Well, I do not insist yet. smile
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